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#1 |
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Chieftain
Join Date: Jul 2008
Posts: 83
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RTW realism
I am working to make this mod completely realistic but am having a very hard time. Is there anyone out there who is good with modding? I would really like your help. What i want to do is to change the unit strength to make it historically correct, add a few new units, and changet the map some to make it more realistic. I can provide all the needed information, i just don't know how to do it. So anybody who can help please post and help.
Thanks in advance. |
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#2 |
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Warlord
Join Date: Nov 2006
Location: Ann Arbor, MI
Posts: 259
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At times it does seem like new-modders (like me) are wandering in the wilderness. There are some very helpful threads in the Creation and Customization main link. There are some specific suggestions about editors (Notepad++) and a link to the CIV Wiki for what the XML files do (incomplete, unfortunately): http://civ4.wikidot.com/xml-files.
Also, there is a thread here in the RTW folder about a very-recent attempt to update unit strengths. |
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#3 | |
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Chieftain
Join Date: Jul 2008
Posts: 83
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Quote:
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#4 |
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Road to War Modder
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Have you seen my thread ?
http://forums.civfanatics.com/showthread.php?t=298910 All edits are done via notepad.
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Now developing Modern Earth (Giant), which will have nearly 800 cities and 5,000 units. Completed The Road to War - Historical 1.04a" - which is based on The Road to War - Original and has already had 4,700+ downloads. Dale (author of The Road to War) says "But what KiwiTT has done is take my core and expand the realism to form a version of RtW that is pleasing for the hard-cores. For that, KiwiTT gets a dip of my hat. - For future development and info see ... Facebook" *** Need help installing Civ4 onto Windows7/Vista read my thread in here *** IOT GM of the year for 2011 for Iron and Blood 1 |
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#5 | |
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Chieftain
Join Date: Oct 2007
Location: North Carolina, USA
Posts: 90
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one volunteer coming up
Quote:
![]() That said, it is still not perfect and the great thing about Civ is if you want to change it, you can. ![]() My suggestion would be to agree which scenario we're going to work on first and then list all of the changes you had in mind and then I'll see what I can do. ![]() And anyone else that would like to add their $0.02 is welcome to do so too - this could be a lot of fun. What do you think?
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ZooMan2 _____________________________ Anything worth doing, is worth doing well.
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#6 | |
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Chieftain
Join Date: Jul 2008
Posts: 83
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Sorry i haven't been able to post in awhile
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NOTE THESE ARE ONLY THE STRENGTHS NOT SPECIALS STATS, I WOULD LIKE TO CHANGE SOME OF THOSE TOO, Some of these might need to be changed I haven't checked them in a while units are shown in order that they appear in the Civlopedia A6M Zero Fighter- 25 Advanced Infantry- 20 American Advanced Infantry- 24 American Early Infantry- 12 American Improved Infantry- 18 Amiot 143- 12 Amiot 340- 10 Amiot 354-15 Anti-Tank Gun-5 Anti-Air Gun-10 Ar 234 Jet Bomber-25 Ar 234 Jet Bomber-25 Artillery-12 B-17 Flying Fortress-20 B-17 Flying Fortress-20 B-18 Bolo-10 B-29 Superfortress-30 Ba.88 Bomber-3 Bataille B1-bis Tanks-28 Bomber-5 Breguet 693-20 Caproni Campini NI-28 Cavalry- 8 Chinese Adv. Inf.-16 Chinese early Inf.-10 Chinese Imp. Inf.-13 Common Wealth Adv. Inf.-20 Common Wealth early Inf.-12 Common Wealth Imp. Inf.- 17 Crusader 3 Tank- 19 Curtiss Hawk 75- 14 Dewoitine D.520 Fighter- 18 FCM Char 2C Tank- 30 FR Fireball-30 Fiat CR-42 Fighter- 19 Fiat G.55 Fighter- 25 Fighter- 12 Focke FW190-27 French Adv. Inf.- 16 French early Inf.- 10 NOT COMPLETE YET, STILL WORKING Edit:i probably should have put this in before, these are the strengths as they are in RTW:UE, once i have all them up then anyone who wants to help and I will go through and make changes that are going to put in to modding. Last edited by MajorWinters; Dec 21, 2008 at 08:53 AM. |
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#7 | |
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Chieftain
Join Date: Oct 2007
Location: North Carolina, USA
Posts: 90
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Quote:
Anyway, I'll look at all of the stats and start working on a revised scenario. Btw - changing the AI is beyond my skill set at this point although I think we'd all like a more agressive and smarter AI for RtW. Dale has made several comments to that effect in other posts. Don't know when I'll have something ready to upload and test but will post an update when I have an idea. Cheers!
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ZooMan2 _____________________________ Anything worth doing, is worth doing well.
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#8 | |
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Chieftain
Join Date: Jul 2008
Posts: 83
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Thanks
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If you think we should start somewhere elso or something post and i'll see what i can do. |
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#9 | |
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Deity
Join Date: Mar 2002
Location: Melbourne
Posts: 6,481
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Quote:
![]() http://en.wikipedia.org/wiki/Second_Sino-Japanese_War
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http://www.brrgames.com |
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#10 |
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Warlord
Join Date: Jun 2008
Posts: 129
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This thread sounds really cool! I've been messing with the global scenario tons for a while, and I've made lots of my own changes.
I think we can make this very, very realistic, but I've got one caveat: My philosophy for game realism is that the results should be realistic, so you have a good simulation of reality, but the components that cause those results don't have to be, because it's just a simulation. It's the effects we care about. So I have no problem with overpowered or underpowered units if their power level leads to realistic results. For instance, I've made China's units ridiculously strong at city defense but weak otherwise. Unrealistic? Technically. But this ends up simulating real history really well. The Japanese advance into China starts quick, then it's slowed, then becomes a stalemate, just like in real life. Japan has a hard time pushing farther into China, but China has no hope of retaking lost territory. And if a human player plays Japan, then you have to try to overcome the same kinds of adverse conditions Japan had to overcome; how do you break the stalemate? Uh, does that make sense? I'm a nut for the global scenario too, I haven't played any of the others in forever. Uh, here's a list of some of the changes I've made: Spoiler:
I'm clearly proud of my work Dale made a great game for us to take more steps with. You want me to upload this one tho? Maybe it'd help you, if it's the sort of thing you're going for
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I wrote a book! www.lightofar.com Take a look FREE"It's not that I don't know how, I just haven't learned yet." --Josiah Bartlet Last edited by Omathaar; Dec 20, 2008 at 07:39 PM. Reason: I remembered other stuff I changed |
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#11 | |
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Warlord
Join Date: Jun 2008
Posts: 129
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Quote:
__________________
I wrote a book! www.lightofar.com Take a look FREE"It's not that I don't know how, I just haven't learned yet." --Josiah Bartlet |
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#12 | |
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Chieftain
Join Date: Oct 2007
Location: North Carolina, USA
Posts: 90
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Quote:
... and I'll concede the count ... but reality was that the IJA did pretty much whatever it wanted to and the reasons were (a) that the IJA was much better trained and equipped and (b) while there were a lot of Chinese divisions, they were actually not an army so much as a coalition of warlord bands - each supporting their own regional general. They seldom fought the IJA and were used primarily to support the regional generals' power base. Lt. Col. Sliney, a member of the American military mission to China wrote in a memo to Bri. Gen. Magruder that "Japan has generally been able to push forward any place she wanted to. She has stopped mainly because a certain number of troops can safely hold only a certain number of miles of front."See chapter 15, "A Hell of a Beating" in Spector's The Eagle Against the Sun for details and references, if you're interested. Back to the game, China, with 111 infantry at strength 10 with 2 upgrades is way over powered compared to the IJA infantry also at strength 10 although with 3 upgrades. I was able to easily eliminate the Chinese communists and to push the IJA out of both China and Korea simply by weight of numbers and being willing to take a few losses. I don't know whether I'll be able to hold it or not because the Soviets are pretty unbelievable in the beginning as well (infantry at 15 with 3 upgrades! ) but we'll see - I want to play it all the way to the end before I start making changes.My thought is to reduce the strength of the Chinese infantry back to 5 with no upgrades for most of the units and 2 upgrades for the core divisions that were actually controlled by Chiang as they were both better equiped and better trained although with generally bad leadership. I'm not sure what this does to play balance but I think it will more accurately reflect the reality on the ground in 1936. But that's what makes this fun - we can make a few changes, see what works and what doesn't and play on.
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ZooMan2 _____________________________ Anything worth doing, is worth doing well.
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#13 | |
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Chieftain
Join Date: Oct 2007
Location: North Carolina, USA
Posts: 90
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Quote:
- I don't agree with everything you changed but I'd love to play test it as you've obviously put quite a bit of effort into it and I'm big on not trying to recreate the wheel - if it works great - if not, we keep changing it until it does. So, yeah, load it up and let's give it a go.
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ZooMan2 _____________________________ Anything worth doing, is worth doing well.
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#14 |
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Warlord
Join Date: Jun 2008
Posts: 129
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Will do! We can start talking about what you (or anyone else) disagrees with, too. It's all a work-in-progress
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I wrote a book! www.lightofar.com Take a look FREE"It's not that I don't know how, I just haven't learned yet." --Josiah Bartlet |
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#15 |
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Warlord
Join Date: Jun 2008
Posts: 129
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Hey, uh, how do I upload a .rar bigger than 10 MB? It says that's the max size
__________________
I wrote a book! www.lightofar.com Take a look FREE"It's not that I don't know how, I just haven't learned yet." --Josiah Bartlet |
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#16 |
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Chieftain
Join Date: Jul 2008
Posts: 83
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Wow
Lots of posts. I'm not going to bother reading all of your changes yet, but its looks good , some of them i don't like but its you stuff, you can upload if you want. But anyway to recap what i want to do is: change some unit strengths/stats, add some new units/unique units, add some techs for said unique units, change the map a little, and maybe extend the game a little to encompass the start of the cold war (a little to much maybe, only going to be done if time allows).
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#17 |
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Warlord
Join Date: Jun 2008
Posts: 129
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Well, yeah, I'll keep the changes I like, but don't be shy about saying what you want to change. I've been figuring this out by trial and error, and there's lots still to do.
What sorts of new units and techs are you thinking about? As for Open Play, one of the bigger problems I had was small nations suiciding, DoW-ing on everyone around at once. I still don't know quite why they do that, does anyone else? I may look into it, at some point. (And I'm still at a loss as to how I upload my file. It's a 389MB .rar file. Anyone know?)
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I wrote a book! www.lightofar.com Take a look FREE"It's not that I don't know how, I just haven't learned yet." --Josiah Bartlet |
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#18 |
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Warlord
Join Date: Jun 2008
Posts: 129
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Uh, nevermind about the upload thing. Found it.
__________________
I wrote a book! www.lightofar.com Take a look FREE"It's not that I don't know how, I just haven't learned yet." --Josiah Bartlet |
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#19 |
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Chieftain
Join Date: Jul 2008
Posts: 83
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Additions
Let's see, i want to add unique marine (assuming the marine is already a unit, i don't remember i haven't played in a while) and paratrooper units, unique naval units, techs to correspond to the new units.
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#20 |
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Warlord
Join Date: Jun 2008
Posts: 129
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Those could be way cool. I've kinda wanted unique paratrooper units for a little while, and those others sound cool too.
![]() Here's the dl of my version: http://www.atomicgamer.com/file.php?id=73884
__________________
I wrote a book! www.lightofar.com Take a look FREE"It's not that I don't know how, I just haven't learned yet." --Josiah Bartlet |
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